Hey, I get where you’re coming from, and I appreciate the feedback! Just to clarify though, the networking part only triggers once when the script is stopped, so it’s client-to-server at that point. While that, everything runs client-side, so it’s not like it’s constantly hitting the server.
That said, I understand the concern about sending events frequently, especially across multiple scripts. My team and I have done some pretty heavy stress testing—spamming events and trying to overload things—and we haven’t hit any major issues with network overflow or players getting kicked off so far.
Still, I totally agree that firing off events every few seconds from all over the place could get messy, especially as things scale up. I’m already looking into centralizing some of these tasks to avoid unnecessary event calls, and using GetResourceMetadata to better manage resources is definitely something that is also a good way to handle it, BUT if you want the direct and fastest way to ban/kick cheaters thats the way of going.
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